A Comparison between Oculus Rift and a Low-Cost Smartphone VR Headset: Immersive User Experience and Learning

Author(s):  
Nikiforos M. Papachristos ◽  
Ioannis Vrellis ◽  
Tassos A. Mikropoulos
Keyword(s):  
Low Cost ◽  
Author(s):  
Thiago D'Angelo ◽  
Saul Emanuel Delabrida Silva ◽  
Ricardo A. R. Oliveira ◽  
Antonio A. F. Loureiro

Virtual Reality and Augmented Reality Head-Mounted Displays (HMDs) have been emerging in the last years. These technologies sound like the new hot topic for the next years. Head-Mounted Displays have been developed for many different purposes. Users have the opportunity to enjoy these technologies for entertainment, work tasks, and many other daily activities. Despite the recent release of many AR and VR HMDs, two major problems are hindering the AR HMDs from reaching the mainstream market: the extremely high costs and the user experience issues. In order to minimize these problems, we have developed an AR HMD prototype based on a smartphone and on other low-cost materials. The prototype is capable of running Eye Tracking algorithms, which can be used to improve user interaction and user experience. To assess our AR HMD prototype, we choose a state-of-the-art method for eye center location found in the literature and evaluate its real-time performance in different development boards.


Author(s):  
Steven Pigeon ◽  
Stéphane Coulombe

The problem of efficiently adapting JPEG images to satisfy given constraints such as maximum file size and resolution arises in a number of applications, from universal media access for mobile browsing to multimedia messaging services. However, optimizing for perceived quality (user experience) commands a non-negligible computational cost which in the authors work, they aim to minimize by the use of low-cost predictors. In previous work, the authors presented predictors and predictor-based systems to achieve low-cost and near-optimal adaption of JPEG images under given constraints of file size and resolution. In this work, they extend and improve these solutions by including more information about images to obtain more accurate predictions of file size and quality resulting from transcoding. The authors show that the proposed method, based on the clustering of transcoding operations represented as high-dimensional vectors, significantly outperforms previous methods in accuracy.


2019 ◽  
Vol 39 (5) ◽  
pp. 931-943
Author(s):  
Samir Garbaya ◽  
Daniela M. Romano ◽  
Gunjeet Hattar

Purpose The purpose of this paper is to study the effect of the gamification of virtual assembly planning on the user performance, user experience and engagement. Design/methodology/approach A multi-touch table was used to manipulate virtual parts and gamification features were integrated into the virtual assembly environment. An experiment was conducted in two conditions: a gamified and a non-gamified virtual environment. Subjects had to assemble a virtual pump. The user performance was evaluated in terms of the number of errors, the feasibility of the generated assembly sequence and the user feedback. Findings The gamification reduced the number of errors and increased the score representing the number of right decisions. The results of the subjective and objective analysis showed that the number of errors decreased with engagement in the gamified assembly. The increase in the overall user experience reduced the number of errors. The subjective evaluation showed a significant difference between the gamified and the non-gamified assembly in terms of the level of engagement, the learning usability and the overall experience. Research limitations/implications The effective learning retention after training has not been tested, and longitudinal studies are necessary. The effect of the used gamification elements has been evaluated as a whole; further work could isolate the most beneficial features and add other elements that might be more beneficial for learning. Originality/value The research reported in this paper provides valuable insights into the gamification of virtual assembly using a low-cost multi-touch interface. The results are promising for training operators to assemble a product at the design stage.


2019 ◽  
Vol 63 (5) ◽  
pp. 50403-1-50403-15
Author(s):  
Edward T.-H. Chu ◽  
Heng-Chih Hsieh

Abstract Smartphones are playing an increasingly important role in helping people share information and communicate with each other, as evidenced by an increasing number of applications (or apps), including news, search engine, mailbox, and social networking apps. The more heavily people rely on their phones, the more they begin to take the term “user experience” into consideration when buying a smartphone. Obviously, the key to providing a good user experience is to minimize the response time of each graphical user interface (GUI) operation, such as a touch, slide, or flick. Thus, it is crucial for smartphone manufacturers and mobile app developers to measure the response times to enhance the performance of the device or application. In this article, the authors present the SMArtphone Response Time measuring platform (SMART), a novel and low-cost platform for measuring the response time of a smartphone. SMART consists of a normal 30-fps (frame per second) webcam and a mirror. The proposed platform first simultaneously records the changes on a smartphone screen and the GUI operation shown in the mirror. It then adopts image processing techniques to analyze the latency of the GUI operation. The authors’ validation results show that the measurement error of SMART is less than 1/30 s, which means that SMART is a practical solution for measuring the latency of GUI operations. In addition, they adopted SMART for the measurements and analysis of six different commercial smartphones to further demonstrate its applicability.


Author(s):  
Angelos Barmpoutis ◽  
Randi Faris ◽  
Samantha Garcia ◽  
Jingyao Li ◽  
Joshua Philoctete ◽  
...  

2014 ◽  
Vol 644-650 ◽  
pp. 3099-3102
Author(s):  
Lin Jun Sun

To overcome deficiencies in the mobile tourism applications such as underutilization of mobile device capabilities and poor user experience, a low-cost and cross-platform mobile travel reservation system was designed. Based on business process optimization of client-side, the mobile app was built by using HTML5, CSS3 and jQuery technology. Additionally, the system uses Ajax asynchronous interactive technology to improve response time. The practical application of this system shows that it can work equally well on multiple mobile platform. The characteristics of flat UI design, convenient operation and good user experience stretch its application prospects.


Author(s):  
William J. Shelstad ◽  
Dustin C. Smith ◽  
Barbara S. Chaparro

Virtual reality (VR) headsets like the Oculus Rift, HTC Vive, and PlayStation VR can provide a unique experience different from traditional computer monitors. Research demonstrates some support for VR resulting in more immersive gaming than traditional games using a computer or TV monitor. This study investigates how VR technology impacts game user satisfaction. Participants played the same strategy video game using the Oculus Rift, a VR headset, and a computer monitor. Game user satisfaction was measured by the psychometrically validated Game User Experience Satisfaction Scale (GUESS) which consists of nine constructs. Results from this study showed that VR enhanced overall satisfaction, enjoyment, engrossment, creativity, sound, and graphics quality.


2017 ◽  
Vol 11 (2) ◽  
pp. 173-184 ◽  
Author(s):  
Paola Salomoni ◽  
Catia Prandi ◽  
Marco Roccetti ◽  
Lorenzo Casanova ◽  
Luca Marchetti ◽  
...  

2021 ◽  
Vol 27 (5) ◽  
pp. 646-659
Author(s):  
Kübra Erat ◽  
Pınar Onay Durdu
Keyword(s):  

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